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Tobyz28

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Everything posted by Tobyz28

  1. You may wish to consider a turbojet engine and radially mounted aerospikes with intakes on them. Launch as high as you can on the jets, as soon as you flame out (or rather a bit sooner before they flame out to maximize the oberth effect) engage the aerospikes! If you're doing unmanned, i would throw some RCS on. If manned you might be able to get away without RCS depending on the ship and payload size
  2. Hey could you talk to the Dev for the Chatterer plugin on spaceport? Having this plus space audio clips while on EVA from http://kerbalspaceprogram.com/chatterer/ chatterer would be amazing! Also providing an audible distortion to the sounds from chatterer while in EVA would add to the immersion as well!
  3. I'm building a large mothership to jool and am currently testing aerobreaking in kerbins atmosphere with this mod (this mods so much fun keep up the good work!). I've worked out how to keep the inflatable heatshield pointed perfectly prograde now, but am having difficulty protecting parts of the mothership further down the body. It seems keeping the ship slightly below prograde in an atmosphere helps cover more of the lower half the ship, however it's still very hit or miss, smaller parts just burn up on re-entry still I was wondering if there are plans for an even bigger inflatable heat shield, say double or triple the 6.25m size for interplanetary station aerobraking Also i found that the Surface Mounted Air Brakes from the B9 (i think!) package to be EXTREMELY helpful in orienting a larger object to be nose down with the inflatable nose cone! I would love to see these guys (or an equivalent) integrated into your package somehow. The apply 40 drag each when extended and 0 when flat. You can see the fins at the bottom of my main structure here: http://i.imgur.com/VbqVWDO.jpg
  4. This as absolutely fantastic! Thanks for the great mod! Some possible improvements you may wish to consider: On very "VERY" large fairings, reinforcements are needed to keep them in place. Attaching struts to the current fairings is difficult. Add an a 4 part fairing set as well! This would be a nice addition for those of us who like a 2 or 4x symmetry vs 3.
  5. Must haves: Procedural Wings Procedural Fairings MechJeb If you want an added layer of challenge a must have is "Deadly Re-Entry" heat which puts more realistic restrictions on not only entering atmospheres but G force tolerances as well! Add a good part pack or two (these are somewhat personal preference)... From there I've dabbled with KAS/Airships / Kethane / Remote-Tech. These are all excellent, and what you prefer really depends on what your after All of them are useful for longer term base setups away from home...
  6. How do i orient the explosive bolts to use them with fairings ?
  7. Ran into this a few times today. I think it may have something to do with sending up station modules with a decoupler attached to a docking node. [ship Stage 1] [ \ Node / ] [Decoupler] [ship Stage 2] I do this when i don't want to carry a matching node ontop stage 2 and so i can properly drop stage 2 with the decoupler. If you hit space and execute the decoupler the node becomes bugged when you attach something to it (need to test further). If you right click on the node instead and "undock" it the decoupler just flies off the node as if it were docked and the node behaves as desired after. I think Nodes were designed to be done this way: [ship Stage 1] [ \ Node / ] [ / Node \] [ship Stage 2] And the way i initially set the ship up I think brought a bug to the surface.
  8. I have personally tested this, the position and orientation of the SAS module HUGELY affects it's effectiveness. I'll post a screenshot when i'm back home. From what I recall A SAS module at the tip of your craft will only assist in stabilizing the rockets roll (the Q/E keys) and will have very little effect on pitch or yaw. THe best results were with 3 SAS modules (well 6 to keep the ship balanced) oriented along the X/Y/Z axis's from the ships COM.
  9. To your question "why", i have the perfect answer-question. "Why Not"
  10. I did some basic testing with SAS units and found them only useful if the center-line of the SAS unit is along an axis in line with the center of mass of the ship/station. Having 1 or 2 along each X/Y/Z axis was ideal and very noticeable when stopping rotation. SAS units further away from one of these axis's had minimal effect.
  11. Ahh that would explain a lot! That;s too bad, I had some awesome stuff I wish I could go back and check on... I was thinking about redoing my MotherShip Jool Challenge and wanted to refer to it Oh well! Forums with no working backups? Shame! Everyone knows to verify a backup works you have to RESTORE from it in a test environment! Everything else is an assumption!
  12. I recently had to re-register my KSP account with the forums. I had some good rep and had contributed to a lot of posts a while back, then i took several months off (got married yay!) Seems like a lot of the old content is still here from that time though, but i cant find any of my old posts or challenges! Can anyone fill me in on what might have happend?
  13. Great stuff! The original post this was directed at was so far off base I didn't bother wasting the time to reply lol. Now if your up for more science: Determine your max OC using hyperthreading Determine your max OC using no hyperthreading (Should marginally more stable and be a bit higher clock than above) Benchmark both of those in KSP similar to what you did here. I'm thinking the non-hyperthreading for this will win the performance test 8)
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